/*
 * This file is part of the Try! Engine project.
 *
 * Copyright 2010-2011 Emanuele Bertoldi. All rights reserved.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *
 * You should have received a copy of the modified BSD License along with this
 * program. If not, see <http://www.opensource.org/licenses/bsd-license.php>
 */

#ifndef NODES_H
#define NODES_H

#include <steering.h>
#include <scenenode.h>

class WaitForTarget : public Try::Action
{
private:
    Try::SceneNode* m_target;
    float m_sqrRadius;

public:
    WaitForTarget(Try::SceneNode* target, float radius = 5.0f, Try::BehaviorTree* parent = 0);
    ~WaitForTarget();

protected:
    void onMessage(const Try::Message& msg, Try::Object* sender, Try::Property* property);
};

class Approach : public Try::Steering
{
private:
    Try::SceneNode* m_target;
    float m_sqrRadius;

public:
    Approach(Try::SceneNode* target, float radius = 20.0f, Try::BehaviorTree* parent = 0);
    ~Approach();

protected:
    void onMessage(const Try::Message& msg, Try::Object* sender, Try::Property* property);
};

class Flee : public Try::Steering
{
private:
    Try::SceneNode* m_target;

public:
    Flee(Try::SceneNode* target, Try::BehaviorTree* parent = 0);
    ~Flee();

protected:
    void onMessage(const Try::Message& msg, Try::Object* sender, Try::Property* property);
};

class Attack : public Try::Action
{
private:
    Try::SceneNode* m_target;

public:
    Attack(Try::SceneNode* target, Try::BehaviorTree* parent = 0);
    ~Attack();

protected:
    void onMessage(const Try::Message& msg, Try::Object* sender, Try::Property* property);
};

#endif // NODES_H
